Blender Export FBX with Textures to Unreal Engine 5 or Unity

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  • Опубліковано 27 гру 2024

КОМЕНТАРІ • 162

  • @Markom3D
    @Markom3D  3 роки тому +11

    The Legend himself Curtis Holt has also release a video on UE5 cinematics - ua-cam.com/video/8EypDQXmplA/v-deo.html - I dont have to make this now.

    • @xo.studio6759
      @xo.studio6759 3 роки тому

      Please check your NG

    • @delimello
      @delimello 6 місяців тому

      For the packaging the textures will be used??

  • @DarkNet_Magic
    @DarkNet_Magic Рік тому +99

    Mental Note: Remember to plug textures into color ramp, not principle shaders.

  • @TR_polyrath
    @TR_polyrath Рік тому +7

    You said it like three times and it still took me fifteen minutes to figure out what I was doing wrong.

    • @Markom3D
      @Markom3D  Рік тому +4

      I had a rubbish day today, but this made me chuckle. Thank you so much

  • @Konksling123
    @Konksling123 2 роки тому +5

    Any time i do this, it just creates white materials in UE and doesnt copy the textures

  • @danielbohn1383
    @danielbohn1383 3 роки тому +14

    the unreal FBX Importer can Combine the meshes during import, check the import dialog (Mesh->Advanced).

    • @ForNoOne1
      @ForNoOne1 Рік тому +2

      Thanks for pointing this out, you saved me a lot of annoyance.

  • @thedevo01
    @thedevo01 2 роки тому +2

    For whatever reason it seems that succeeding with exporting FBX with textures packed seems COMPLETELY RANDOM.
    And I'm at my wit's end trying to figure out just what the capital F is wrong with what I'm doing.... I baked my textures, they're all DIRECTLY linked into the principled shader, and all of the objects have their BAKED material applied, the the UV I used before baking was removed, I have all "resources packed" (automatically).
    It's driving me crazy. Sometimes it works, and I have not a single clue why, and sometimes it doesn't. I'M DOING THE EXACT SAME THING IN BOTH CASES. Except maybe sometimes I remove the old UV before or after applying the baked material. PLEASE SOMEONE HELP I'M LITERALLY LOSING MY MIND.

  • @PatriciaSGracia
    @PatriciaSGracia Рік тому +3

    Thank you very much! I've been going crazy trying to find the reason why the materials were not being exported and it was because of the ColorRamp, thank goodness you said so, it was just that and now I can continue.

  • @apelementalityqp
    @apelementalityqp 3 роки тому +4

    You have no idea how much this helped me i was raging

    • @Markom3D
      @Markom3D  3 роки тому +1

      lol, no worries mate, happy to help

  • @avatr7109
    @avatr7109 2 роки тому +3

    can we apply image textures PERMANENTLY to our model???
    like permanently ...

  • @_20TWO
    @_20TWO 3 роки тому +8

    Would love to see more UE5 tutorials, this really helped, thanks Markom!

  • @jhonysteak5512
    @jhonysteak5512 2 роки тому +1

    Doesn't work on my side, it's been a lot of tutorials that I watch on the subject and I'm literally without result, you know where I can find more in-depth information on this subject?

  • @Kresixx
    @Kresixx 2 роки тому +12

    When I import my mesh over, it looses the mapping and texture coordinate nodes I've added on all my textures in Blender. Because of this the texture is very zoomed in on ue4 but not on blender. Is there a way of applying these nodes in a way so they don’t get lost on export? (I’m trying to avoid re-texturing in blender or scaling my textures in ue4)

  • @AzeAlter
    @AzeAlter 2 роки тому +3

    You saved my life. The texture issue was killing me

  • @vampirejs758
    @vampirejs758 3 роки тому +30

    I wish there was an addon for this!

  • @UnIcOrNgAmErBG
    @UnIcOrNgAmErBG 3 місяці тому

    Is it mandatory for the textures to be plugged in to the Principled directly?

  • @adheesh2secondsago630
    @adheesh2secondsago630 3 роки тому +2

    My master my lord, thanks, i have just started unity and was trying this

    • @Markom3D
      @Markom3D  3 роки тому +3

      no worries, I know I focused on UE5 but I hate Unity... because I cant code...

    • @vampirejs758
      @vampirejs758 3 роки тому +1

      @@Markom3D unity is like eevee render, ue5 is like realtime cycles render😆😀

  • @CanisMajoris_star
    @CanisMajoris_star 3 роки тому +4

    I don't like how the pieces are separated in the unreal engine. Everything gets very messy. Yes we can combine meshes, but sometimes some objects have glass or emission materials and I think nanite doesn't support that. When we combine meshes that have these materials nanite is applied to all parts and causes some shader issues. I'm trying to figure out how to import an fbx that uses nanite, but doesn't come separated into millions of pieces.

  • @jean-marcfueri6678
    @jean-marcfueri6678 2 роки тому

    Sorry i didn't catch it, textures need to be plugged in where?

  • @sulivarace7138
    @sulivarace7138 Рік тому

    Ahh almost! I still haven't been able to export my skin shader but I've learned a bit more, thank you, so I'll keep looking.

  • @GChief117
    @GChief117 2 роки тому +1

    I subscribed by the fact you coughed "Unity sucks"....well said sir, well said

  • @elden4267
    @elden4267 3 роки тому +1

    Is there any way to uv unwrap whit the material like if I can unwrap whit 3 different material type on a object can I unwrap whit the color and roughness map and metallic map

    • @Markom3D
      @Markom3D  3 роки тому +1

      This is where you will need to bake the textures down ua-cam.com/video/Yvt7sBjfc-o/v-deo.html

  • @ONIscrooge
    @ONIscrooge 3 роки тому +2

    The mesh exports just fine, but the armature is weird where the bones reposition to it's parent's position all the way up the hierarchy, I've tried every combination of settings and naming for the bones to fix this but I still have no idea why it's doing this.

    • @wal_rider8479
      @wal_rider8479 3 роки тому

      Have you tried re-naming it in blender before exporting it.
      UE4 has a problem with armatures that are named "Armature".

  • @CombatFXZone
    @CombatFXZone 2 роки тому +3

    love the intro.
    great guide, thank you :)

  • @ipez98
    @ipez98 2 роки тому +1

    where do textures need to be plugged into again?

  • @Oldman_Gamer2
    @Oldman_Gamer2 3 роки тому +24

    Thanks, I didn't know Blender could pack textures in FBX.
    I dug a bit deeper and found the problem with the textures going to the wrong nodes is caused by the names Blender's FBX exporter uses for those sockets. With a bit of trial and error I found some that seem to work. In C:\Program Files\Blender Foundation\Blender 2.93\2.93\scripts\addons\io_scene_fbx, I changed this section:
    # Mapping Blender -> FBX (principled_socket_name, fbx_name).
    PRINCIPLED_TEXTURE_SOCKETS_TO_FBX = (
    # ("diffuse", "diffuse", b"DiffuseFactor"),
    ("base_color_texture", b"DiffuseColor"),
    ("alpha_texture", b"TransparencyFactor"), # Will be inverted in fact, not much we can do really...
    # ("base_color_texture", b"TransparentColor"), # Uses diffuse color in Blender!
    ("emission_strength_texture", b"EmissiveFactor"),
    ("emission_color_texture", b"EmissiveColor"),
    # ("ambient", "ambient", b"AmbientFactor"),
    # ("", "", b"AmbientColor"), # World stuff in Blender, for now ignore...
    ("normalmap_texture", b"NormalMap"),
    # Note: unsure about those... :/
    # ("", "", b"Bump"),
    # ("", "", b"BumpFactor"),
    # ("", "", b"DisplacementColor"),
    # ("", "", b"DisplacementFactor"),
    ("specular_texture", b"SpecularFactor"),
    # ("base_color", b"SpecularColor"), # TODO: use tint?
    # See Material template about those two!
    ("roughness_texture", b"SpecularFactor"),
    # ("roughness_texture", b"ShininessExponent"),
    # ("mirror", "mirror", b"ReflectionColor"),
    ("metallic_texture", b"ShininessExponent"),
    )

    • @AttackOnTyler
      @AttackOnTyler 2 роки тому +7

      Just wanted to add this is the export_fbx_bin.py, for anyone curious. Thanks!

    • @cassommer5342
      @cassommer5342 2 роки тому +8

      You just saved my entire university project

    • @Oldman_Gamer2
      @Oldman_Gamer2 2 роки тому +1

      @fernaldy wiranata I think for the normal map to export, the image texture has to be connected to a Normal Map node first before being connected to the Principal Shader

    • @ThomasFeinerMusic
      @ThomasFeinerMusic 2 роки тому +2

      Thank you for this!

    • @flamien9811
      @flamien9811 2 роки тому

      Have been looking for this, thank you!

  • @FF-FAN9999
    @FF-FAN9999 Рік тому

    how do you organize the numbers of the material ids in blender? like a 3dsmax multimaterial?

  • @Linkario86
    @Linkario86 2 роки тому

    So If I have a Bump in between the normal Map and the Normal input that won't work either?

  • @bcrment
    @bcrment 2 роки тому

    I did the join function without the need of apply modifier. Is possible right?

  • @beacster
    @beacster Рік тому

    SOOO I have this model in blender. And It has two UV maps with one texture for each map. In shading I mixed the textures using a color mix. But whenever I export it doesn’t work. Im guessing the reason why this is happening is because the textures were not DIRECTLY going into the principle shader. How can I export my model with the two textures mixed? Also could I get around this by baking the mixed texture and adding both the model and texture into a new blend file? Making it so I can plug the new mixed texture into the principle shader of the model directly? Pls help me. I’m new to this.

    • @Markom3D
      @Markom3D  Рік тому

      I would bake the materials down to one texture if you are taking it out of blender

    • @beacster
      @beacster Рік тому +1

      @@Markom3D how would i do that?

  • @thabudmaster
    @thabudmaster 2 роки тому

    im a newbie so excuse me if its a crap question.....I've made a model in blender with a shiny holo type material, using a color ramp. How would i get it into UE?

  • @HeyItsTheWykydtron
    @HeyItsTheWykydtron 2 роки тому

    Same issues with 3dsmax. Seems like Unreal Engine only supports direct plugs and certain materials when exporting as FBX. If you have an MRA or a packed texture, you have to connect it manually inside Unreal.. unless maybe someone has a plugin or a script for this?

  • @wojciechk3139
    @wojciechk3139 2 роки тому +1

    WOW !!! I put all the nodes from the blender into the UE: D Just like in the blender, it looks like

  • @violentpixelation5486
    @violentpixelation5486 2 роки тому +2

    Pretty precious tutorial. Thanks alot!

  • @EXbobomb
    @EXbobomb Рік тому +1

    You are such an intense fucking teacher I kinda love it

    • @Markom3D
      @Markom3D  Рік тому +2

      cheers mate, I try my best

  • @cerealexperiments8189
    @cerealexperiments8189 Рік тому

    Yo, where should I plug textures into again?

  • @3diec811
    @3diec811 2 роки тому

    dont get mad bruhh i understud it has to be directlyyyy. thank you for the your guidness!!!

  • @MrReactric
    @MrReactric 2 роки тому

    hi you can use "send tu ue" add-on for this.

  • @bogeyboiplays4580
    @bogeyboiplays4580 2 роки тому

    yeah, but why cant i use a colour ramp

  • @judofernando8298
    @judofernando8298 Рік тому

    hi there, can i use alpha texture from blender to ue5 ?

  • @stepovyk01
    @stepovyk01 Рік тому

    0:32 Feeling like I'm in the army 😂😂😂

  • @physicscom
    @physicscom 2 роки тому

    very fun. thanks...... when you say node need to directly join to principle BSD

  • @designomomento
    @designomomento 9 місяців тому

    Good tutorial but I am having issues about materials. I prepared a good scene with Kitops Scifi Flex. I do everything same for fbx exporting in Blender. When I import to UE the asset material is just black. I first tried to import Iclone. Whatever I did to clean up overlapped faces vertices etc in Blender, when I import into iclone I see several faces looking like overlapped. 😂. Even Blender tools dont work about this issue

  • @Generic_mann
    @Generic_mann 2 роки тому

    Thanks so much for your help. But I still have a problem.
    I am trying to import a building with the exact same steps you took, but mine seems to have an invisibe wall around all the objects so I can't even go anywhere near the building.
    What can I do to resolve this. Thanks

    • @slumsnake1303
      @slumsnake1303 Рік тому

      Maybe you need edit collisions? Try to look at small guides on this topic, I think you will quickly understand everything.

  • @Pneumanon
    @Pneumanon 2 роки тому +1

    Buuut... you still didn't end up with the correct textures?

  • @karapto
    @karapto 3 роки тому +1

    Needed this!! Thanks boss man

    • @Markom3D
      @Markom3D  3 роки тому +1

      awesome, glad I was able to help

  • @benveasey7474
    @benveasey7474 3 роки тому +5

    More Unreal tutorials please!

    • @Markom3D
      @Markom3D  3 роки тому +3

      I am currently working on a big one... This will be more game play though and not cinematics.

    • @benveasey7474
      @benveasey7474 3 роки тому +2

      @@Markom3D Sounds great, but don't forget about the ArchVis community!

  • @crazylobster-minhaz
    @crazylobster-minhaz 3 роки тому

    How to make modifiers work in ue5?
    Example
    In blender , we can use simple deform on trees to simulate animation
    Will that modifier work in ue5?

    • @KB-kp2oz
      @KB-kp2oz 10 місяців тому

      Modifiers from Blender arent used in Unreal Engine. You apply them before export. Thats common practice.

  • @Red_xsamurai
    @Red_xsamurai Місяць тому +1

    Thank you

    • @Markom3D
      @Markom3D  Місяць тому +2

      No probs, cheers for watching

  • @MrSofazocker
    @MrSofazocker 3 роки тому +2

    NO! Either, send to unreal addon. Better, add your asset to your quixel bridge library. boom one-click export to any program.

  • @pature9658
    @pature9658 3 роки тому

    Does emission shader go with models off to unreal engine?

  • @alhusseinali
    @alhusseinali 2 роки тому

    Can I export displacement map aswell ?

  • @만든다비디오
    @만든다비디오 2 роки тому

    Hello handsome man, I have a question. now I am trying to export an aircraft model consists of many panels and 3-4 modifiers are on each panel ( sub surf, mirror, bevel, ...). anyways, the question is, do I need to apply all modifiers before exporting it into unreal engine 5 ?. I am really looking forward to a correct way to do this. I have been watching this tutorail like 10 times but still havn't found a firm solution. cheers

    • @slumsnake1303
      @slumsnake1303 Рік тому +1

      Try accepting all the modifiers, but be careful: the modifiers must be accepted in the correct order, one after the other. Otherwise, the result may look different. This is especially true for modifiers such as subdivision surface. To make the render result look the same as in the viewport, this modifier must be accepted first! You should also be careful with modifiers that make the mesh an armature object. For some reason, if you accept such a modifier, the object to which it was applied will not be displayed in the unreal engine. Therefore, I advise you to experiment with the modifier in a separate file.

    • @만든다비디오
      @만든다비디오 Рік тому

      @@slumsnake1303 seriously appreciated. I will share my result once i am finished.

    • @만든다비디오
      @만든다비디오 Рік тому

      @@slumsnake1303 bro I got a little confused.. did you mean by accpet as apply ? like.. accepting when exporting from blender as obj or fbx file you mean ?

    • @slumsnake1303
      @slumsnake1303 Рік тому +1

      @@만든다비디오 accept in viewport, in modifiers menu (apply modifiers) . This way you can choose the order in which you accept modifiers, swapping them if necessary. And then just export to fbx. You should also accept all transformations (if you, for example, increased or decreased the object) and put down the necessary units of measurement so that after exporting your object is the correct size. Many people forget about this, but such habits are a good time saver.

    • @만든다비디오
      @만든다비디오 Рік тому

      @@slumsnake1303 okay I think I get you with 'accept' term :)
      thank you sir!

  • @DenisTrebushnikov
    @DenisTrebushnikov 3 роки тому

    ok, so, have you any word about Send2Unreal addon?

  • @Emurga
    @Emurga 3 роки тому +1

    Where does the textures must be plugged in ?

    • @Markom3D
      @Markom3D  3 роки тому +1

      lol.... You should see the last videos comments about this

  • @lionlion7538
    @lionlion7538 3 роки тому +3

    "TEXTURES NEED TO BE PLUGGED TO THE PRINCIPLE SHADER DIRECTLY!"

    • @MatichekYoutube
      @MatichekYoutube 2 роки тому

      yes! this is really important and should be pinned to the top !!

  • @II-er7gj
    @II-er7gj 3 роки тому +5

    Very nice! Can you do some tutorial in UE5 for Chaos destruction please?

    • @Markom3D
      @Markom3D  3 роки тому +4

      no worries, ill have to look into it.

  • @charlesheng6589
    @charlesheng6589 3 місяці тому +1

    2024 -- Still, Color Ramp still can't be use in UE5... W T H !

    • @Markom3D
      @Markom3D  3 місяці тому +1

      lol - this actually gave me a chuckle

  • @KansanatHeart
    @KansanatHeart 2 роки тому

    Great help. Can you now animate it within UE5?

  • @333Nothingness
    @333Nothingness 2 роки тому

    Where should the texture go?

  • @justindavis2013
    @justindavis2013 Рік тому

    Textures need to be plugged into the principal shader directly

  • @timetitansanimation9558
    @timetitansanimation9558 Рік тому

    ye do more please, animation from blender to unreal, not using the nanny model, but your own built character only, so animating character, exporting the character and animation in u5, and setting up blueprints to make it work on controller and keyboard, please

  • @claudeloomes7985
    @claudeloomes7985 Рік тому

    bloody life saver, cheers!

  • @haroldkrivell2524
    @haroldkrivell2524 2 роки тому

    Yeah. I use unity I have to agree with you.

  • @russtecauto
    @russtecauto 3 роки тому

    Thanks for the info. Maybe you can assist. I keeping getting this error --> No smoothing group information was found in this FBX scene. Please make sure to enable the 'Export Smoothing Groups' option in the FBX Exporter plug-in before exporting the file. Even for tools that don't support smoothing groups, the FBX Exporter will generate appropriate smoothing data at export-time so that correct vertex normals can be inferred while importing.
    Thanks!!

  • @benoitmcc
    @benoitmcc 3 роки тому +1

    Are you going to make your own version of
    “STAR WARS EPISODE 1: RACER” from the N64?!

    • @Markom3D
      @Markom3D  3 роки тому +1

      I am actually gonna be putting some stuff together lol

  • @АкимПанов-д1ж
    @АкимПанов-д1ж Рік тому

    Thank you for this wonderful tutorial,Nicolas Cage!!!

  • @mon-tnetwork1102
    @mon-tnetwork1102 2 роки тому

    0:46 thats is all i wanted to hear

  • @smsimo1827
    @smsimo1827 3 роки тому

    I love the thing u did at the beginning hehehe

  • @reev3s
    @reev3s Рік тому

    ahhh i got it, textures DONT need to be plugged into the principle shader directly...

  • @SilentGaming-SG
    @SilentGaming-SG 3 роки тому

    I IMPORTED MY BLENDER TREE INTO UNREAL ENGINE AND THERES NO MADE TEXTURE SHOWS IN THE TREE..

  • @AliMinhas-n5z
    @AliMinhas-n5z Рік тому +1

    THANK YOU SO MUCH I LOVVVVE UR VIDS #SUBBED TO U

    • @Markom3D
      @Markom3D  Рік тому +1

      you are more than welcome. Welcome to the channel as well

  • @PraetorianCarlo
    @PraetorianCarlo 2 роки тому

    Directly you say?

  • @AgustinCaniglia1992
    @AgustinCaniglia1992 3 роки тому

    If you export from blender and import from blender it does not make sense either. That s*** is broken.

  • @PeXfahod
    @PeXfahod 2 роки тому

    LOVE YOU MAN

  • @farazshababi1
    @farazshababi1 2 роки тому

    Lol loveeeee the tone :D

  • @AngelFireGBR
    @AngelFireGBR 3 роки тому

    MORE BLENDER TO UNREAL PLEASE SQUIRE!!!!

  • @Adrianman6
    @Adrianman6 Рік тому

    It doesn't working

  • @talat2k4
    @talat2k4 3 роки тому +1

    Do a video about import/export with usd extension.

    • @Markom3D
      @Markom3D  3 роки тому +1

      sorry mate, I dont have photoshop

    • @talat2k4
      @talat2k4 3 роки тому +1

      @@Markom3D What usd extension has to do with photoshop?

    • @talat2k4
      @talat2k4 3 роки тому +1

      docs.blender.org/manual/en/latest/files/import_export/usd.html

    • @Markom3D
      @Markom3D  3 роки тому

      @@talat2k4 sorry, misread it, I thought .psd for some reason. I will look into it

    • @talat2k4
      @talat2k4 3 роки тому

      @@Markom3D graphics.pixar.com/usd/docs/index.html

  • @sebastianhormann9261
    @sebastianhormann9261 3 роки тому +2

    You won me over with the u..cough sucks joke. Thumbs up mate.

    • @Markom3D
      @Markom3D  3 роки тому +1

      lol, cheers mate, it does suck though

  • @Zaire82
    @Zaire82 2 роки тому

    Thanks, I realised this will not work from watching your video.

  • @pature9658
    @pature9658 3 роки тому +1

    Why are you talking to me like my teacher.😂

  • @AlanGodshaw
    @AlanGodshaw 4 місяці тому

    i'm captivated

  • @FifthSparkGaming
    @FifthSparkGaming 2 роки тому

    Unity, doesn't suck! I'm offended, yet still sub'd to the channel. Curses!

  • @DerekWicks
    @DerekWicks 2 роки тому

    Thank you so much!!!!!!!

  • @Sins_621
    @Sins_621 9 місяців тому

    Subbed cuz you're funny

  • @noname_2108
    @noname_2108 10 місяців тому

    make more UE tutorials, you need to know i guess

  • @BerkeAltay
    @BerkeAltay Рік тому

    i screamed when you said unity sucks lmao

  • @kenalpha3
    @kenalpha3 2 роки тому +1

    WTF why didnt the other tutorial tell me this? "How to export Honey Select to Blender" (which I was assuming could export to UE4, because I saw another video of uploading the model to Mixemo to get the skeleton animation, then UE4).
    I spent hours in Blender trying to recreate materials for exact skin looks/effects in Honey Select... and now I learn that UE4 is too stupid to translate it. Why is UE4 5 so stupid????
    Ive known about shader materials since UE3 (which means devs knew about this modeling tech). So why dont they have a "translate shader" from other 3d program?? And why the stupid conflict of the Roughness being the Metallic variable.
    Can you make a tutorial: how to export from Blender to UE4 and recreate shader textures? (Because idk how to do shaders or set each bump map, specular, and normal skin.)

    • @Markom3D
      @Markom3D  2 роки тому +1

      nope, this wont work. UE4/5 and Blender are completley different in terms of creating matierals. I HIGHLY recommend backing the textures down. Try this - ua-cam.com/video/vzBu5mLBNBs/v-deo.html

  • @alessioalonne4333
    @alessioalonne4333 Рік тому

    hahahahah! I'm also a teacher and I finally found another with my same method

  • @apelementalityqp
    @apelementalityqp 3 роки тому +1

    Cough cough it does

  • @สวัสดี-ต4ฮ1ม

    DI RECT LY!

  • @thefirstblank607
    @thefirstblank607 Рік тому

    Yes Unity sucks for 3d games, started learning it first but now im with Unreal

  • @archcast5550
    @archcast5550 3 роки тому

    Shifted to Gltf to unreal

  • @nochnoyru
    @nochnoyru 3 роки тому

    Fuck. Came here to find out if life is easier in Unreal. Unity really suck. But seems exporting for UE is also a pain. Why all of this is so complicated?

  • @bogeyboiplays4580
    @bogeyboiplays4580 2 роки тому

    im just gonna give up, this is not worth it for one mod for a game

  • @aminebidoud5543
    @aminebidoud5543 2 роки тому

    haha best teacher ever haha

  • @krootzy9169
    @krootzy9169 2 роки тому

    this just straight up didnt work

  • @hatredeagle
    @hatredeagle Рік тому

    U ARE FUCKING AWSOMEEE!!!!!

  • @harshitology3498
    @harshitology3498 2 роки тому

    greaaaattt

  • @twistedmonk5606
    @twistedmonk5606 3 роки тому

    FINNALY 12 hrs later Ssomeone actually dosent start off unwrapping a CUBE and telling me to click on the button next to path mode copy and it will all work >.<
    Yeah i tried this on one of the materials hack n slash style, bingo legs with skin on em.
    Time to change the rest. "
    mumbles WTF stupid a$$ tutorials wasting my time all i needed was someone ta yell at me
    " Textures on tha Output Node ! "
    FFS seems like a big thing ta overlook in the 25 other tutorials i saw.
    grumble mumble, ooooh nooo just click this button and watch tha cube mmhmmm">.< narffel tha frekin garthak to export a dang model with a texture like pulling teeth to find someone that actually looks at what the problem is and not just regurgatates the quick easy answer.
    you get a gold star ; ) and a subscribe
    from tha TwistedMonk